1 /**************************************************************************
3 Copyright 2002-2008 VMware, Inc.
7 Permission is hereby granted, free of charge, to any person obtaining a
8 copy of this software and associated documentation files (the "Software"),
9 to deal in the Software without restriction, including without limitation
10 on the rights to use, copy, modify, merge, publish, distribute, sub
11 license, and/or sell copies of the Software, and to permit persons to whom
12 the Software is furnished to do so, subject to the following conditions:
14 The above copyright notice and this permission notice (including the next
15 paragraph) shall be included in all copies or substantial portions of the
18 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
19 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
20 FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL
21 VMWARE AND/OR THEIR SUPPLIERS BE LIABLE FOR ANY CLAIM,
22 DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
23 OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE
24 USE OR OTHER DEALINGS IN THE SOFTWARE.
26 **************************************************************************/
30 * Keith Whitwell <keithw@vmware.com>
35 /* Display list compiler attempts to store lists of vertices with the
36 * same vertex layout. Additionally it attempts to minimize the need
37 * for execute-time fixup of these vertex lists, allowing them to be
40 * There are still some circumstances where this can be thwarted, for
41 * example by building a list that consists of one very long primitive
42 * (eg Begin(Triangles), 1000 vertices, End), and calling that list
43 * from inside a different begin/end object (Begin(Lines), CallList,
46 * In that case the code will have to replay the list as individual
47 * commands through the Exec dispatch table, or fix up the copied
48 * vertices at execute-time.
50 * The other case where fixup is required is when a vertex attribute
51 * is introduced in the middle of a primitive. Eg:
53 * TexCoord1f() Vertex2f()
54 * TexCoord1f() Color3f() Vertex2f()
57 * If the current value of Color isn't known at compile-time, this
58 * primitive will require fixup.
61 * The list compiler currently doesn't attempt to compile lists
62 * containing EvalCoord or EvalPoint commands. On encountering one of
63 * these, compilation falls back to opcodes.
65 * This could be improved to fallback only when a mix of EvalCoord and
66 * Vertex commands are issued within a single primitive.
70 #include "main/glheader.h"
71 #include "main/arrayobj.h"
72 #include "main/bufferobj.h"
73 #include "main/context.h"
74 #include "main/dlist.h"
75 #include "main/enums.h"
76 #include "main/eval.h"
77 #include "main/macros.h"
78 #include "main/api_validate.h"
79 #include "main/api_arrayelt.h"
80 #include "main/vtxfmt.h"
81 #include "main/dispatch.h"
82 #include "main/state.h"
83 #include "main/varray.h"
84 #include "util/bitscan.h"
87 #include "vbo_private.h"
95 * Display list flag only used by this VBO code.
97 #define DLIST_DANGLING_REFS 0x1
100 /* An interesting VBO number/name to help with debugging */
101 #define VBO_BUF_ID 12345
105 * NOTE: Old 'parity' issue is gone, but copying can still be
106 * wrong-footed on replay.
109 copy_vertices(struct gl_context
*ctx
,
110 const struct vbo_save_vertex_list
*node
,
111 const fi_type
* src_buffer
)
113 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
114 const struct _mesa_prim
*prim
= &node
->prims
[node
->prim_count
- 1];
115 GLuint nr
= prim
->count
;
116 GLuint sz
= save
->vertex_size
;
117 const fi_type
*src
= src_buffer
+ prim
->start
* sz
;
118 fi_type
*dst
= save
->copied
.buffer
;
124 switch (prim
->mode
) {
129 for (i
= 0; i
< ovf
; i
++)
130 memcpy(dst
+ i
* sz
, src
+ (nr
- ovf
+ i
) * sz
,
131 sz
* sizeof(GLfloat
));
135 for (i
= 0; i
< ovf
; i
++)
136 memcpy(dst
+ i
* sz
, src
+ (nr
- ovf
+ i
) * sz
,
137 sz
* sizeof(GLfloat
));
141 for (i
= 0; i
< ovf
; i
++)
142 memcpy(dst
+ i
* sz
, src
+ (nr
- ovf
+ i
) * sz
,
143 sz
* sizeof(GLfloat
));
149 memcpy(dst
, src
+ (nr
- 1) * sz
, sz
* sizeof(GLfloat
));
153 case GL_TRIANGLE_FAN
:
158 memcpy(dst
, src
+ 0, sz
* sizeof(GLfloat
));
162 memcpy(dst
, src
+ 0, sz
* sizeof(GLfloat
));
163 memcpy(dst
+ sz
, src
+ (nr
- 1) * sz
, sz
* sizeof(GLfloat
));
166 case GL_TRIANGLE_STRIP
:
179 for (i
= 0; i
< ovf
; i
++)
180 memcpy(dst
+ i
* sz
, src
+ (nr
- ovf
+ i
) * sz
,
181 sz
* sizeof(GLfloat
));
184 unreachable("Unexpected primitive type");
190 static struct vbo_save_vertex_store
*
191 alloc_vertex_store(struct gl_context
*ctx
)
193 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
194 struct vbo_save_vertex_store
*vertex_store
=
195 CALLOC_STRUCT(vbo_save_vertex_store
);
197 /* obj->Name needs to be non-zero, but won't ever be examined more
198 * closely than that. In particular these buffers won't be entered
199 * into the hash and can never be confused with ones visible to the
200 * user. Perhaps there could be a special number for internal
203 vertex_store
->bufferobj
= ctx
->Driver
.NewBufferObject(ctx
, VBO_BUF_ID
);
204 if (vertex_store
->bufferobj
) {
205 save
->out_of_memory
=
206 !ctx
->Driver
.BufferData(ctx
,
208 VBO_SAVE_BUFFER_SIZE
* sizeof(GLfloat
),
209 NULL
, GL_STATIC_DRAW_ARB
,
211 GL_DYNAMIC_STORAGE_BIT
,
212 vertex_store
->bufferobj
);
215 save
->out_of_memory
= GL_TRUE
;
218 if (save
->out_of_memory
) {
219 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "internal VBO allocation");
220 _mesa_install_save_vtxfmt(ctx
, &save
->vtxfmt_noop
);
223 vertex_store
->buffer_map
= NULL
;
224 vertex_store
->used
= 0;
225 vertex_store
->refcount
= 1;
232 free_vertex_store(struct gl_context
*ctx
,
233 struct vbo_save_vertex_store
*vertex_store
)
235 assert(!vertex_store
->buffer_map
);
237 if (vertex_store
->bufferobj
) {
238 _mesa_reference_buffer_object(ctx
, &vertex_store
->bufferobj
, NULL
);
246 vbo_save_map_vertex_store(struct gl_context
*ctx
,
247 struct vbo_save_vertex_store
*vertex_store
)
249 const GLbitfield access
= (GL_MAP_WRITE_BIT
|
250 GL_MAP_INVALIDATE_RANGE_BIT
|
251 GL_MAP_UNSYNCHRONIZED_BIT
|
252 GL_MAP_FLUSH_EXPLICIT_BIT
);
254 assert(vertex_store
->bufferobj
);
255 assert(!vertex_store
->buffer_map
); /* the buffer should not be mapped */
257 if (vertex_store
->bufferobj
->Size
> 0) {
258 /* Map the remaining free space in the VBO */
259 GLintptr offset
= vertex_store
->used
* sizeof(GLfloat
);
260 GLsizeiptr size
= vertex_store
->bufferobj
->Size
- offset
;
261 fi_type
*range
= (fi_type
*)
262 ctx
->Driver
.MapBufferRange(ctx
, offset
, size
, access
,
263 vertex_store
->bufferobj
,
266 /* compute address of start of whole buffer (needed elsewhere) */
267 vertex_store
->buffer_map
= range
- vertex_store
->used
;
268 assert(vertex_store
->buffer_map
);
272 vertex_store
->buffer_map
= NULL
;
277 /* probably ran out of memory for buffers */
284 vbo_save_unmap_vertex_store(struct gl_context
*ctx
,
285 struct vbo_save_vertex_store
*vertex_store
)
287 if (vertex_store
->bufferobj
->Size
> 0) {
289 GLsizeiptr length
= vertex_store
->used
* sizeof(GLfloat
)
290 - vertex_store
->bufferobj
->Mappings
[MAP_INTERNAL
].Offset
;
292 /* Explicitly flush the region we wrote to */
293 ctx
->Driver
.FlushMappedBufferRange(ctx
, offset
, length
,
294 vertex_store
->bufferobj
,
297 ctx
->Driver
.UnmapBuffer(ctx
, vertex_store
->bufferobj
, MAP_INTERNAL
);
299 vertex_store
->buffer_map
= NULL
;
303 static struct vbo_save_primitive_store
*
304 alloc_prim_store(void)
306 struct vbo_save_primitive_store
*store
=
307 CALLOC_STRUCT(vbo_save_primitive_store
);
315 reset_counters(struct gl_context
*ctx
)
317 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
319 save
->prims
= save
->prim_store
->prims
+ save
->prim_store
->used
;
320 save
->buffer_map
= save
->vertex_store
->buffer_map
+ save
->vertex_store
->used
;
322 assert(save
->buffer_map
== save
->buffer_ptr
);
324 if (save
->vertex_size
)
325 save
->max_vert
= (VBO_SAVE_BUFFER_SIZE
- save
->vertex_store
->used
) /
330 save
->vert_count
= 0;
331 save
->prim_count
= 0;
332 save
->prim_max
= VBO_SAVE_PRIM_SIZE
- save
->prim_store
->used
;
333 save
->dangling_attr_ref
= GL_FALSE
;
337 * For a list of prims, try merging prims that can just be extensions of the
341 merge_prims(struct _mesa_prim
*prim_list
,
345 struct _mesa_prim
*prev_prim
= prim_list
;
347 for (i
= 1; i
< *prim_count
; i
++) {
348 struct _mesa_prim
*this_prim
= prim_list
+ i
;
350 vbo_try_prim_conversion(this_prim
);
352 if (vbo_can_merge_prims(prev_prim
, this_prim
)) {
353 /* We've found a prim that just extend the previous one. Tack it
354 * onto the previous one, and let this primitive struct get dropped.
356 vbo_merge_prims(prev_prim
, this_prim
);
360 /* If any previous primitives have been dropped, then we need to copy
361 * this later one into the next available slot.
364 if (prev_prim
!= this_prim
)
365 *prev_prim
= *this_prim
;
368 *prim_count
= prev_prim
- prim_list
+ 1;
373 * Convert GL_LINE_LOOP primitive into GL_LINE_STRIP so that drivers
374 * don't have to worry about handling the _mesa_prim::begin/end flags.
375 * See https://bugs.freedesktop.org/show_bug.cgi?id=81174
378 convert_line_loop_to_strip(struct vbo_save_context
*save
,
379 struct vbo_save_vertex_list
*node
)
381 struct _mesa_prim
*prim
= &node
->prims
[node
->prim_count
- 1];
383 assert(prim
->mode
== GL_LINE_LOOP
);
386 /* Copy the 0th vertex to end of the buffer and extend the
387 * vertex count by one to finish the line loop.
389 const GLuint sz
= save
->vertex_size
;
391 const fi_type
*src
= save
->buffer_map
+ prim
->start
* sz
;
393 fi_type
*dst
= save
->buffer_map
+ (prim
->start
+ prim
->count
) * sz
;
395 memcpy(dst
, src
, sz
* sizeof(float));
398 node
->vertex_count
++;
400 save
->buffer_ptr
+= sz
;
401 save
->vertex_store
->used
+= sz
;
405 /* Drawing the second or later section of a long line loop.
406 * Skip the 0th vertex.
412 prim
->mode
= GL_LINE_STRIP
;
416 /* Compare the present vao if it has the same setup. */
418 compare_vao(gl_vertex_processing_mode mode
,
419 const struct gl_vertex_array_object
*vao
,
420 const struct gl_buffer_object
*bo
, GLintptr buffer_offset
,
421 GLuint stride
, GLbitfield64 vao_enabled
,
422 const GLubyte size
[VBO_ATTRIB_MAX
],
423 const GLenum16 type
[VBO_ATTRIB_MAX
],
424 const GLuint offset
[VBO_ATTRIB_MAX
])
429 /* If the enabled arrays are not the same we are not equal. */
430 if (vao_enabled
!= vao
->_Enabled
)
433 /* Check the buffer binding at 0 */
434 if (vao
->BufferBinding
[0].BufferObj
!= bo
)
436 /* BufferBinding[0].Offset != buffer_offset is checked per attribute */
437 if (vao
->BufferBinding
[0].Stride
!= stride
)
439 assert(vao
->BufferBinding
[0].InstanceDivisor
== 0);
441 /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space */
442 const GLubyte
*const vao_to_vbo_map
= _vbo_attribute_alias_map
[mode
];
444 /* Now check the enabled arrays */
445 GLbitfield mask
= vao_enabled
;
447 const int attr
= u_bit_scan(&mask
);
448 const unsigned char vbo_attr
= vao_to_vbo_map
[attr
];
449 const GLenum16 tp
= type
[vbo_attr
];
450 const GLintptr off
= offset
[vbo_attr
] + buffer_offset
;
451 const struct gl_array_attributes
*attrib
= &vao
->VertexAttrib
[attr
];
452 if (attrib
->RelativeOffset
+ vao
->BufferBinding
[0].Offset
!= off
)
454 if (attrib
->Type
!= tp
)
456 if (attrib
->Size
!= size
[vbo_attr
])
458 assert(attrib
->Format
== GL_RGBA
);
459 assert(attrib
->Enabled
== GL_TRUE
);
460 assert(attrib
->Normalized
== GL_FALSE
);
461 assert(attrib
->Integer
== vbo_attrtype_to_integer_flag(tp
));
462 assert(attrib
->Doubles
== vbo_attrtype_to_double_flag(tp
));
463 assert(attrib
->BufferBindingIndex
== 0);
470 /* Create or reuse the vao for the vertex processing mode. */
472 update_vao(struct gl_context
*ctx
,
473 gl_vertex_processing_mode mode
,
474 struct gl_vertex_array_object
**vao
,
475 struct gl_buffer_object
*bo
, GLintptr buffer_offset
,
476 GLuint stride
, GLbitfield64 vbo_enabled
,
477 const GLubyte size
[VBO_ATTRIB_MAX
],
478 const GLenum16 type
[VBO_ATTRIB_MAX
],
479 const GLuint offset
[VBO_ATTRIB_MAX
])
481 /* Compute the bitmasks of vao_enabled arrays */
482 GLbitfield vao_enabled
= _vbo_get_vao_enabled_from_vbo(mode
, vbo_enabled
);
485 * Check if we can possibly reuse the exisiting one.
486 * In the long term we should reset them when something changes.
488 if (compare_vao(mode
, *vao
, bo
, buffer_offset
, stride
,
489 vao_enabled
, size
, type
, offset
))
492 /* The initial refcount is 1 */
493 _mesa_reference_vao(ctx
, vao
, NULL
);
494 *vao
= _mesa_new_vao(ctx
, ~((GLuint
)0));
496 /* Bind the buffer object at binding point 0 */
497 _mesa_bind_vertex_buffer(ctx
, *vao
, 0, bo
, buffer_offset
, stride
, false);
499 /* Retrieve the mapping from VBO_ATTRIB to VERT_ATTRIB space
500 * Note that the position/generic0 aliasing is done in the VAO.
502 const GLubyte
*const vao_to_vbo_map
= _vbo_attribute_alias_map
[mode
];
503 /* Now set the enable arrays */
504 GLbitfield mask
= vao_enabled
;
506 const int vao_attr
= u_bit_scan(&mask
);
507 const GLubyte vbo_attr
= vao_to_vbo_map
[vao_attr
];
509 _vbo_set_attrib_format(ctx
, *vao
, vao_attr
, buffer_offset
,
510 size
[vbo_attr
], type
[vbo_attr
], offset
[vbo_attr
]);
511 _mesa_vertex_attrib_binding(ctx
, *vao
, vao_attr
, 0, false);
512 _mesa_enable_vertex_array_attrib(ctx
, *vao
, vao_attr
, false);
514 assert(vao_enabled
== (*vao
)->_Enabled
);
515 assert((vao_enabled
& ~(*vao
)->VertexAttribBufferMask
) == 0);
517 /* Finalize and freeze the VAO */
518 _mesa_set_vao_immutable(ctx
, *vao
);
523 * Insert the active immediate struct onto the display list currently
527 compile_vertex_list(struct gl_context
*ctx
)
529 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
530 struct vbo_save_vertex_list
*node
;
531 GLintptr buffer_offset
= 0;
533 /* Allocate space for this structure in the display list currently
536 node
= (struct vbo_save_vertex_list
*)
537 _mesa_dlist_alloc_aligned(ctx
, save
->opcode_vertex_list
, sizeof(*node
));
542 /* Make sure the pointer is aligned to the size of a pointer */
543 assert((GLintptr
) node
% sizeof(void *) == 0);
545 /* Duplicate our template, increment refcounts to the storage structs:
547 node
->enabled
= save
->enabled
;
548 STATIC_ASSERT(sizeof(node
->attrsz
) == sizeof(save
->attrsz
));
549 memcpy(node
->attrsz
, save
->attrsz
, sizeof(node
->attrsz
));
550 STATIC_ASSERT(sizeof(node
->attrtype
) == sizeof(save
->attrtype
));
551 memcpy(node
->attrtype
, save
->attrtype
, sizeof(node
->attrtype
));
552 node
->vertex_size
= save
->vertex_size
;
553 node
->buffer_offset
=
554 (save
->buffer_map
- save
->vertex_store
->buffer_map
) * sizeof(GLfloat
);
555 if (aligned_vertex_buffer_offset(node
)) {
556 /* The vertex size is an exact multiple of the buffer offset.
557 * This means that we can use zero-based vertex attribute pointers
558 * and specify the start of the primitive with the _mesa_prim::start
559 * field. This results in issuing several draw calls with identical
560 * vertex attribute information. This can result in fewer state
561 * changes in drivers. In particular, the Gallium CSO module will
562 * filter out redundant vertex buffer changes.
566 buffer_offset
= node
->buffer_offset
;
568 GLuint offsets
[VBO_ATTRIB_MAX
];
569 for (unsigned i
= 0, offset
= 0; i
< VBO_ATTRIB_MAX
; ++i
) {
571 offset
+= save
->attrsz
[i
] * sizeof(GLfloat
);
573 node
->vertex_count
= save
->vert_count
;
574 node
->wrap_count
= save
->copied
.nr
;
575 node
->prims
= save
->prims
;
576 node
->prim_count
= save
->prim_count
;
577 node
->vertex_store
= save
->vertex_store
;
578 node
->prim_store
= save
->prim_store
;
580 /* Create a pair of VAOs for the possible VERTEX_PROCESSING_MODEs
581 * Note that this may reuse the previous one of possible.
583 for (gl_vertex_processing_mode vpm
= VP_MODE_FF
; vpm
< VP_MODE_MAX
; ++vpm
) {
584 /* create or reuse the vao */
585 update_vao(ctx
, vpm
, &save
->VAO
[vpm
],
586 node
->vertex_store
->bufferobj
, buffer_offset
,
587 node
->vertex_size
*sizeof(GLfloat
), node
->enabled
,
588 node
->attrsz
, node
->attrtype
, offsets
);
589 /* Reference the vao in the dlist */
590 node
->VAO
[vpm
] = NULL
;
591 _mesa_reference_vao(ctx
, &node
->VAO
[vpm
], save
->VAO
[vpm
]);
594 node
->vertex_store
->refcount
++;
595 node
->prim_store
->refcount
++;
597 if (node
->prims
[0].no_current_update
) {
598 node
->current_data
= NULL
;
601 GLuint current_size
= node
->vertex_size
- node
->attrsz
[0];
602 node
->current_data
= NULL
;
605 node
->current_data
= malloc(current_size
* sizeof(GLfloat
));
606 if (node
->current_data
) {
607 const char *buffer
= (const char *) save
->vertex_store
->buffer_map
;
608 unsigned attr_offset
= node
->attrsz
[0] * sizeof(GLfloat
);
609 unsigned vertex_offset
= 0;
611 if (node
->vertex_count
)
613 (node
->vertex_count
- 1) * node
->vertex_size
* sizeof(GLfloat
);
615 memcpy(node
->current_data
,
616 buffer
+ node
->buffer_offset
+ vertex_offset
+ attr_offset
,
617 current_size
* sizeof(GLfloat
));
619 _mesa_error(ctx
, GL_OUT_OF_MEMORY
, "Current value allocation");
624 assert(node
->attrsz
[VBO_ATTRIB_POS
] != 0 || node
->vertex_count
== 0);
626 if (save
->dangling_attr_ref
)
627 ctx
->ListState
.CurrentList
->Flags
|= DLIST_DANGLING_REFS
;
629 save
->vertex_store
->used
+= save
->vertex_size
* node
->vertex_count
;
630 save
->prim_store
->used
+= node
->prim_count
;
632 /* Copy duplicated vertices
634 save
->copied
.nr
= copy_vertices(ctx
, node
, save
->buffer_map
);
636 if (node
->prims
[node
->prim_count
- 1].mode
== GL_LINE_LOOP
) {
637 convert_line_loop_to_strip(save
, node
);
640 merge_prims(node
->prims
, &node
->prim_count
);
642 /* Correct the primitive starts, we can only do this here as copy_vertices
643 * and convert_line_loop_to_strip above consume the uncorrected starts.
644 * On the other hand the _vbo_loopback_vertex_list call below needs the
645 * primitves to be corrected already.
647 if (aligned_vertex_buffer_offset(node
)) {
648 const unsigned start_offset
=
649 node
->buffer_offset
/ (node
->vertex_size
* sizeof(GLfloat
));
650 for (unsigned i
= 0; i
< node
->prim_count
; i
++) {
651 node
->prims
[i
].start
+= start_offset
;
653 node
->start_vertex
= start_offset
;
655 node
->start_vertex
= 0;
658 /* Deal with GL_COMPILE_AND_EXECUTE:
660 if (ctx
->ExecuteFlag
) {
661 struct _glapi_table
*dispatch
= GET_DISPATCH();
663 _glapi_set_dispatch(ctx
->Exec
);
665 /* Note that the range of referenced vertices must be mapped already */
666 _vbo_loopback_vertex_list(ctx
, node
);
668 _glapi_set_dispatch(dispatch
);
671 /* Decide whether the storage structs are full, or can be used for
672 * the next vertex lists as well.
674 if (save
->vertex_store
->used
>
675 VBO_SAVE_BUFFER_SIZE
- 16 * (save
->vertex_size
+ 4)) {
679 vbo_save_unmap_vertex_store(ctx
, save
->vertex_store
);
681 /* Release old reference:
683 save
->vertex_store
->refcount
--;
684 assert(save
->vertex_store
->refcount
!= 0);
685 save
->vertex_store
= NULL
;
687 /* Allocate and map new store:
689 save
->vertex_store
= alloc_vertex_store(ctx
);
690 save
->buffer_ptr
= vbo_save_map_vertex_store(ctx
, save
->vertex_store
);
691 save
->out_of_memory
= save
->buffer_ptr
== NULL
;
694 /* update buffer_ptr for next vertex */
695 save
->buffer_ptr
= save
->vertex_store
->buffer_map
696 + save
->vertex_store
->used
;
699 if (save
->prim_store
->used
> VBO_SAVE_PRIM_SIZE
- 6) {
700 save
->prim_store
->refcount
--;
701 assert(save
->prim_store
->refcount
!= 0);
702 save
->prim_store
= alloc_prim_store();
705 /* Reset our structures for the next run of vertices:
712 * This is called when we fill a vertex buffer before we hit a glEnd().
714 * TODO -- If no new vertices have been stored, don't bother saving it.
717 wrap_buffers(struct gl_context
*ctx
)
719 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
720 GLint i
= save
->prim_count
- 1;
723 GLboolean no_current_update
;
725 assert(i
< (GLint
) save
->prim_max
);
728 /* Close off in-progress primitive.
730 save
->prims
[i
].count
= (save
->vert_count
- save
->prims
[i
].start
);
731 mode
= save
->prims
[i
].mode
;
732 weak
= save
->prims
[i
].weak
;
733 no_current_update
= save
->prims
[i
].no_current_update
;
735 /* store the copied vertices, and allocate a new list.
737 compile_vertex_list(ctx
);
739 /* Restart interrupted primitive
741 save
->prims
[0].mode
= mode
;
742 save
->prims
[0].weak
= weak
;
743 save
->prims
[0].no_current_update
= no_current_update
;
744 save
->prims
[0].begin
= 0;
745 save
->prims
[0].end
= 0;
746 save
->prims
[0].pad
= 0;
747 save
->prims
[0].start
= 0;
748 save
->prims
[0].count
= 0;
749 save
->prims
[0].num_instances
= 1;
750 save
->prims
[0].base_instance
= 0;
751 save
->prims
[0].is_indirect
= 0;
752 save
->prim_count
= 1;
757 * Called only when buffers are wrapped as the result of filling the
758 * vertex_store struct.
761 wrap_filled_vertex(struct gl_context
*ctx
)
763 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
764 unsigned numComponents
;
766 /* Emit a glEnd to close off the last vertex list.
770 /* Copy stored stored vertices to start of new list.
772 assert(save
->max_vert
- save
->vert_count
> save
->copied
.nr
);
774 numComponents
= save
->copied
.nr
* save
->vertex_size
;
775 memcpy(save
->buffer_ptr
,
777 numComponents
* sizeof(fi_type
));
778 save
->buffer_ptr
+= numComponents
;
779 save
->vert_count
+= save
->copied
.nr
;
784 copy_to_current(struct gl_context
*ctx
)
786 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
787 GLbitfield64 enabled
= save
->enabled
& (~BITFIELD64_BIT(VBO_ATTRIB_POS
));
790 const int i
= u_bit_scan64(&enabled
);
791 assert(save
->attrsz
[i
]);
793 save
->currentsz
[i
][0] = save
->attrsz
[i
];
794 COPY_CLEAN_4V_TYPE_AS_UNION(save
->current
[i
], save
->attrsz
[i
],
795 save
->attrptr
[i
], save
->attrtype
[i
]);
801 copy_from_current(struct gl_context
*ctx
)
803 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
804 GLbitfield64 enabled
= save
->enabled
& (~BITFIELD64_BIT(VBO_ATTRIB_POS
));
807 const int i
= u_bit_scan64(&enabled
);
809 switch (save
->attrsz
[i
]) {
811 save
->attrptr
[i
][3] = save
->current
[i
][3];
813 save
->attrptr
[i
][2] = save
->current
[i
][2];
815 save
->attrptr
[i
][1] = save
->current
[i
][1];
817 save
->attrptr
[i
][0] = save
->current
[i
][0];
820 unreachable("Unexpected vertex attribute size");
827 * Called when we increase the size of a vertex attribute. For example,
828 * if we've seen one or more glTexCoord2f() calls and now we get a
829 * glTexCoord3f() call.
830 * Flush existing data, set new attrib size, replay copied vertices.
833 upgrade_vertex(struct gl_context
*ctx
, GLuint attr
, GLuint newsz
)
835 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
840 /* Store the current run of vertices, and emit a GL_END. Emit a
841 * BEGIN in the new buffer.
843 if (save
->vert_count
)
846 assert(save
->copied
.nr
== 0);
848 /* Do a COPY_TO_CURRENT to ensure back-copying works for the case
849 * when the attribute already exists in the vertex and is having
850 * its size increased.
852 copy_to_current(ctx
);
856 oldsz
= save
->attrsz
[attr
];
857 save
->attrsz
[attr
] = newsz
;
858 save
->enabled
|= BITFIELD64_BIT(attr
);
860 save
->vertex_size
+= newsz
- oldsz
;
861 save
->max_vert
= ((VBO_SAVE_BUFFER_SIZE
- save
->vertex_store
->used
) /
863 save
->vert_count
= 0;
865 /* Recalculate all the attrptr[] values:
868 for (i
= 0; i
< VBO_ATTRIB_MAX
; i
++) {
869 if (save
->attrsz
[i
]) {
870 save
->attrptr
[i
] = tmp
;
871 tmp
+= save
->attrsz
[i
];
874 save
->attrptr
[i
] = NULL
; /* will not be dereferenced. */
878 /* Copy from current to repopulate the vertex with correct values.
880 copy_from_current(ctx
);
882 /* Replay stored vertices to translate them to new format here.
884 * If there are copied vertices and the new (upgraded) attribute
885 * has not been defined before, this list is somewhat degenerate,
886 * and will need fixup at runtime.
888 if (save
->copied
.nr
) {
889 const fi_type
*data
= save
->copied
.buffer
;
890 fi_type
*dest
= save
->buffer_map
;
892 /* Need to note this and fix up at runtime (or loopback):
894 if (attr
!= VBO_ATTRIB_POS
&& save
->currentsz
[attr
][0] == 0) {
896 save
->dangling_attr_ref
= GL_TRUE
;
899 for (i
= 0; i
< save
->copied
.nr
; i
++) {
900 GLbitfield64 enabled
= save
->enabled
;
902 const int j
= u_bit_scan64(&enabled
);
903 assert(save
->attrsz
[j
]);
906 COPY_CLEAN_4V_TYPE_AS_UNION(dest
, oldsz
, data
,
912 COPY_SZ_4V(dest
, newsz
, save
->current
[attr
]);
917 GLint sz
= save
->attrsz
[j
];
918 COPY_SZ_4V(dest
, sz
, data
);
925 save
->buffer_ptr
= dest
;
926 save
->vert_count
+= save
->copied
.nr
;
932 * This is called when the size of a vertex attribute changes.
933 * For example, after seeing one or more glTexCoord2f() calls we
934 * get a glTexCoord4f() or glTexCoord1f() call.
937 fixup_vertex(struct gl_context
*ctx
, GLuint attr
, GLuint sz
)
939 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
941 if (sz
> save
->attrsz
[attr
]) {
942 /* New size is larger. Need to flush existing vertices and get
943 * an enlarged vertex format.
945 upgrade_vertex(ctx
, attr
, sz
);
947 else if (sz
< save
->active_sz
[attr
]) {
949 const fi_type
*id
= vbo_get_default_vals_as_union(save
->attrtype
[attr
]);
951 /* New size is equal or smaller - just need to fill in some
954 for (i
= sz
; i
<= save
->attrsz
[attr
]; i
++)
955 save
->attrptr
[attr
][i
- 1] = id
[i
- 1];
958 save
->active_sz
[attr
] = sz
;
963 * Reset the current size of all vertex attributes to the default
964 * value of 0. This signals that we haven't yet seen any per-vertex
965 * commands such as glNormal3f() or glTexCoord2f().
968 reset_vertex(struct gl_context
*ctx
)
970 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
972 while (save
->enabled
) {
973 const int i
= u_bit_scan64(&save
->enabled
);
974 assert(save
->attrsz
[i
]);
976 save
->active_sz
[i
] = 0;
979 save
->vertex_size
= 0;
984 #define ERROR(err) _mesa_compile_error(ctx, err, __func__);
987 /* Only one size for each attribute may be active at once. Eg. if
988 * Color3f is installed/active, then Color4f may not be, even if the
989 * vertex actually contains 4 color coordinates. This is because the
990 * 3f version won't otherwise set color[3] to 1.0 -- this is the job
991 * of the chooser function when switching between Color4f and Color3f.
993 #define ATTR_UNION(A, N, T, C, V0, V1, V2, V3) \
995 struct vbo_save_context *save = &vbo_context(ctx)->save; \
997 if (save->active_sz[A] != N) \
998 fixup_vertex(ctx, A, N); \
1001 C *dest = (C *)save->attrptr[A]; \
1002 if (N>0) dest[0] = V0; \
1003 if (N>1) dest[1] = V1; \
1004 if (N>2) dest[2] = V2; \
1005 if (N>3) dest[3] = V3; \
1006 save->attrtype[A] = T; \
1012 for (i = 0; i < save->vertex_size; i++) \
1013 save->buffer_ptr[i] = save->vertex[i]; \
1015 save->buffer_ptr += save->vertex_size; \
1017 if (++save->vert_count >= save->max_vert) \
1018 wrap_filled_vertex(ctx); \
1022 #define TAG(x) _save_##x
1024 #include "vbo_attrib_tmp.h"
1028 #define MAT( ATTR, N, face, params ) \
1030 if (face != GL_BACK) \
1031 MAT_ATTR( ATTR, N, params ); /* front */ \
1032 if (face != GL_FRONT) \
1033 MAT_ATTR( ATTR + 1, N, params ); /* back */ \
1038 * Save a glMaterial call found between glBegin/End.
1039 * glMaterial calls outside Begin/End are handled in dlist.c.
1041 static void GLAPIENTRY
1042 _save_Materialfv(GLenum face
, GLenum pname
, const GLfloat
*params
)
1044 GET_CURRENT_CONTEXT(ctx
);
1046 if (face
!= GL_FRONT
&& face
!= GL_BACK
&& face
!= GL_FRONT_AND_BACK
) {
1047 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glMaterial(face)");
1053 MAT(VBO_ATTRIB_MAT_FRONT_EMISSION
, 4, face
, params
);
1056 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT
, 4, face
, params
);
1059 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE
, 4, face
, params
);
1062 MAT(VBO_ATTRIB_MAT_FRONT_SPECULAR
, 4, face
, params
);
1065 if (*params
< 0 || *params
> ctx
->Const
.MaxShininess
) {
1066 _mesa_compile_error(ctx
, GL_INVALID_VALUE
, "glMaterial(shininess)");
1069 MAT(VBO_ATTRIB_MAT_FRONT_SHININESS
, 1, face
, params
);
1072 case GL_COLOR_INDEXES
:
1073 MAT(VBO_ATTRIB_MAT_FRONT_INDEXES
, 3, face
, params
);
1075 case GL_AMBIENT_AND_DIFFUSE
:
1076 MAT(VBO_ATTRIB_MAT_FRONT_AMBIENT
, 4, face
, params
);
1077 MAT(VBO_ATTRIB_MAT_FRONT_DIFFUSE
, 4, face
, params
);
1080 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glMaterial(pname)");
1086 /* Cope with EvalCoord/CallList called within a begin/end object:
1087 * -- Flush current buffer
1088 * -- Fallback to opcodes for the rest of the begin/end object.
1091 dlist_fallback(struct gl_context
*ctx
)
1093 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1095 if (save
->vert_count
|| save
->prim_count
) {
1096 if (save
->prim_count
> 0) {
1097 /* Close off in-progress primitive. */
1098 GLint i
= save
->prim_count
- 1;
1099 save
->prims
[i
].count
= save
->vert_count
- save
->prims
[i
].start
;
1102 /* Need to replay this display list with loopback,
1103 * unfortunately, otherwise this primitive won't be handled
1106 save
->dangling_attr_ref
= GL_TRUE
;
1108 compile_vertex_list(ctx
);
1111 copy_to_current(ctx
);
1113 reset_counters(ctx
);
1114 if (save
->out_of_memory
) {
1115 _mesa_install_save_vtxfmt(ctx
, &save
->vtxfmt_noop
);
1118 _mesa_install_save_vtxfmt(ctx
, &ctx
->ListState
.ListVtxfmt
);
1120 ctx
->Driver
.SaveNeedFlush
= GL_FALSE
;
1124 static void GLAPIENTRY
1125 _save_EvalCoord1f(GLfloat u
)
1127 GET_CURRENT_CONTEXT(ctx
);
1128 dlist_fallback(ctx
);
1129 CALL_EvalCoord1f(ctx
->Save
, (u
));
1132 static void GLAPIENTRY
1133 _save_EvalCoord1fv(const GLfloat
* v
)
1135 GET_CURRENT_CONTEXT(ctx
);
1136 dlist_fallback(ctx
);
1137 CALL_EvalCoord1fv(ctx
->Save
, (v
));
1140 static void GLAPIENTRY
1141 _save_EvalCoord2f(GLfloat u
, GLfloat v
)
1143 GET_CURRENT_CONTEXT(ctx
);
1144 dlist_fallback(ctx
);
1145 CALL_EvalCoord2f(ctx
->Save
, (u
, v
));
1148 static void GLAPIENTRY
1149 _save_EvalCoord2fv(const GLfloat
* v
)
1151 GET_CURRENT_CONTEXT(ctx
);
1152 dlist_fallback(ctx
);
1153 CALL_EvalCoord2fv(ctx
->Save
, (v
));
1156 static void GLAPIENTRY
1157 _save_EvalPoint1(GLint i
)
1159 GET_CURRENT_CONTEXT(ctx
);
1160 dlist_fallback(ctx
);
1161 CALL_EvalPoint1(ctx
->Save
, (i
));
1164 static void GLAPIENTRY
1165 _save_EvalPoint2(GLint i
, GLint j
)
1167 GET_CURRENT_CONTEXT(ctx
);
1168 dlist_fallback(ctx
);
1169 CALL_EvalPoint2(ctx
->Save
, (i
, j
));
1172 static void GLAPIENTRY
1173 _save_CallList(GLuint l
)
1175 GET_CURRENT_CONTEXT(ctx
);
1176 dlist_fallback(ctx
);
1177 CALL_CallList(ctx
->Save
, (l
));
1180 static void GLAPIENTRY
1181 _save_CallLists(GLsizei n
, GLenum type
, const GLvoid
* v
)
1183 GET_CURRENT_CONTEXT(ctx
);
1184 dlist_fallback(ctx
);
1185 CALL_CallLists(ctx
->Save
, (n
, type
, v
));
1191 * Called when a glBegin is getting compiled into a display list.
1192 * Updating of ctx->Driver.CurrentSavePrimitive is already taken care of.
1195 vbo_save_NotifyBegin(struct gl_context
*ctx
, GLenum mode
)
1197 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1198 const GLuint i
= save
->prim_count
++;
1200 assert(i
< save
->prim_max
);
1201 save
->prims
[i
].mode
= mode
& VBO_SAVE_PRIM_MODE_MASK
;
1202 save
->prims
[i
].begin
= 1;
1203 save
->prims
[i
].end
= 0;
1204 save
->prims
[i
].weak
= (mode
& VBO_SAVE_PRIM_WEAK
) ? 1 : 0;
1205 save
->prims
[i
].no_current_update
=
1206 (mode
& VBO_SAVE_PRIM_NO_CURRENT_UPDATE
) ? 1 : 0;
1207 save
->prims
[i
].pad
= 0;
1208 save
->prims
[i
].start
= save
->vert_count
;
1209 save
->prims
[i
].count
= 0;
1210 save
->prims
[i
].num_instances
= 1;
1211 save
->prims
[i
].base_instance
= 0;
1212 save
->prims
[i
].is_indirect
= 0;
1214 if (save
->out_of_memory
) {
1215 _mesa_install_save_vtxfmt(ctx
, &save
->vtxfmt_noop
);
1218 _mesa_install_save_vtxfmt(ctx
, &save
->vtxfmt
);
1221 /* We need to call vbo_save_SaveFlushVertices() if there's state change */
1222 ctx
->Driver
.SaveNeedFlush
= GL_TRUE
;
1226 static void GLAPIENTRY
1229 GET_CURRENT_CONTEXT(ctx
);
1230 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1231 const GLint i
= save
->prim_count
- 1;
1233 ctx
->Driver
.CurrentSavePrimitive
= PRIM_OUTSIDE_BEGIN_END
;
1234 save
->prims
[i
].end
= 1;
1235 save
->prims
[i
].count
= (save
->vert_count
- save
->prims
[i
].start
);
1237 if (i
== (GLint
) save
->prim_max
- 1) {
1238 compile_vertex_list(ctx
);
1239 assert(save
->copied
.nr
== 0);
1242 /* Swap out this vertex format while outside begin/end. Any color,
1243 * etc. received between here and the next begin will be compiled
1246 if (save
->out_of_memory
) {
1247 _mesa_install_save_vtxfmt(ctx
, &save
->vtxfmt_noop
);
1250 _mesa_install_save_vtxfmt(ctx
, &ctx
->ListState
.ListVtxfmt
);
1255 static void GLAPIENTRY
1256 _save_Begin(GLenum mode
)
1258 GET_CURRENT_CONTEXT(ctx
);
1260 _mesa_compile_error(ctx
, GL_INVALID_OPERATION
, "Recursive glBegin");
1264 static void GLAPIENTRY
1265 _save_PrimitiveRestartNV(void)
1267 GET_CURRENT_CONTEXT(ctx
);
1268 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1270 if (save
->prim_count
== 0) {
1271 /* We're not inside a glBegin/End pair, so calling glPrimitiverRestartNV
1274 _mesa_compile_error(ctx
, GL_INVALID_OPERATION
,
1275 "glPrimitiveRestartNV called outside glBegin/End");
1277 /* get current primitive mode */
1278 GLenum curPrim
= save
->prims
[save
->prim_count
- 1].mode
;
1280 /* restart primitive */
1281 CALL_End(GET_DISPATCH(), ());
1282 vbo_save_NotifyBegin(ctx
, curPrim
);
1287 /* Unlike the functions above, these are to be hooked into the vtxfmt
1288 * maintained in ctx->ListState, active when the list is known or
1289 * suspected to be outside any begin/end primitive.
1290 * Note: OBE = Outside Begin/End
1292 static void GLAPIENTRY
1293 _save_OBE_Rectf(GLfloat x1
, GLfloat y1
, GLfloat x2
, GLfloat y2
)
1295 GET_CURRENT_CONTEXT(ctx
);
1296 vbo_save_NotifyBegin(ctx
, GL_QUADS
| VBO_SAVE_PRIM_WEAK
);
1297 CALL_Vertex2f(GET_DISPATCH(), (x1
, y1
));
1298 CALL_Vertex2f(GET_DISPATCH(), (x2
, y1
));
1299 CALL_Vertex2f(GET_DISPATCH(), (x2
, y2
));
1300 CALL_Vertex2f(GET_DISPATCH(), (x1
, y2
));
1301 CALL_End(GET_DISPATCH(), ());
1305 static void GLAPIENTRY
1306 _save_OBE_DrawArrays(GLenum mode
, GLint start
, GLsizei count
)
1308 GET_CURRENT_CONTEXT(ctx
);
1309 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1312 if (!_mesa_is_valid_prim_mode(ctx
, mode
)) {
1313 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glDrawArrays(mode)");
1317 _mesa_compile_error(ctx
, GL_INVALID_VALUE
, "glDrawArrays(count<0)");
1321 if (save
->out_of_memory
)
1324 /* Make sure to process any VBO binding changes */
1325 _mesa_update_state(ctx
);
1329 vbo_save_NotifyBegin(ctx
, (mode
| VBO_SAVE_PRIM_WEAK
1330 | VBO_SAVE_PRIM_NO_CURRENT_UPDATE
));
1332 for (i
= 0; i
< count
; i
++)
1333 CALL_ArrayElement(GET_DISPATCH(), (start
+ i
));
1334 CALL_End(GET_DISPATCH(), ());
1336 _ae_unmap_vbos(ctx
);
1340 static void GLAPIENTRY
1341 _save_OBE_MultiDrawArrays(GLenum mode
, const GLint
*first
,
1342 const GLsizei
*count
, GLsizei primcount
)
1344 GET_CURRENT_CONTEXT(ctx
);
1347 if (!_mesa_is_valid_prim_mode(ctx
, mode
)) {
1348 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glMultiDrawArrays(mode)");
1352 if (primcount
< 0) {
1353 _mesa_compile_error(ctx
, GL_INVALID_VALUE
,
1354 "glMultiDrawArrays(primcount<0)");
1358 for (i
= 0; i
< primcount
; i
++) {
1360 _mesa_compile_error(ctx
, GL_INVALID_VALUE
,
1361 "glMultiDrawArrays(count[i]<0)");
1366 for (i
= 0; i
< primcount
; i
++) {
1368 _save_OBE_DrawArrays(mode
, first
[i
], count
[i
]);
1374 /* Could do better by copying the arrays and element list intact and
1375 * then emitting an indexed prim at runtime.
1377 static void GLAPIENTRY
1378 _save_OBE_DrawElementsBaseVertex(GLenum mode
, GLsizei count
, GLenum type
,
1379 const GLvoid
* indices
, GLint basevertex
)
1381 GET_CURRENT_CONTEXT(ctx
);
1382 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1383 struct gl_buffer_object
*indexbuf
= ctx
->Array
.VAO
->IndexBufferObj
;
1386 if (!_mesa_is_valid_prim_mode(ctx
, mode
)) {
1387 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glDrawElements(mode)");
1391 _mesa_compile_error(ctx
, GL_INVALID_VALUE
, "glDrawElements(count<0)");
1394 if (type
!= GL_UNSIGNED_BYTE
&&
1395 type
!= GL_UNSIGNED_SHORT
&&
1396 type
!= GL_UNSIGNED_INT
) {
1397 _mesa_compile_error(ctx
, GL_INVALID_VALUE
, "glDrawElements(count<0)");
1401 if (save
->out_of_memory
)
1404 /* Make sure to process any VBO binding changes */
1405 _mesa_update_state(ctx
);
1409 if (_mesa_is_bufferobj(indexbuf
))
1411 ADD_POINTERS(indexbuf
->Mappings
[MAP_INTERNAL
].Pointer
, indices
);
1413 vbo_save_NotifyBegin(ctx
, (mode
| VBO_SAVE_PRIM_WEAK
|
1414 VBO_SAVE_PRIM_NO_CURRENT_UPDATE
));
1417 case GL_UNSIGNED_BYTE
:
1418 for (i
= 0; i
< count
; i
++)
1419 CALL_ArrayElement(GET_DISPATCH(), (basevertex
+ ((GLubyte
*) indices
)[i
]));
1421 case GL_UNSIGNED_SHORT
:
1422 for (i
= 0; i
< count
; i
++)
1423 CALL_ArrayElement(GET_DISPATCH(), (basevertex
+ ((GLushort
*) indices
)[i
]));
1425 case GL_UNSIGNED_INT
:
1426 for (i
= 0; i
< count
; i
++)
1427 CALL_ArrayElement(GET_DISPATCH(), (basevertex
+ ((GLuint
*) indices
)[i
]));
1430 _mesa_error(ctx
, GL_INVALID_ENUM
, "glDrawElements(type)");
1434 CALL_End(GET_DISPATCH(), ());
1436 _ae_unmap_vbos(ctx
);
1439 static void GLAPIENTRY
1440 _save_OBE_DrawElements(GLenum mode
, GLsizei count
, GLenum type
,
1441 const GLvoid
* indices
)
1443 _save_OBE_DrawElementsBaseVertex(mode
, count
, type
, indices
, 0);
1447 static void GLAPIENTRY
1448 _save_OBE_DrawRangeElements(GLenum mode
, GLuint start
, GLuint end
,
1449 GLsizei count
, GLenum type
,
1450 const GLvoid
* indices
)
1452 GET_CURRENT_CONTEXT(ctx
);
1453 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1455 if (!_mesa_is_valid_prim_mode(ctx
, mode
)) {
1456 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glDrawRangeElements(mode)");
1460 _mesa_compile_error(ctx
, GL_INVALID_VALUE
,
1461 "glDrawRangeElements(count<0)");
1464 if (type
!= GL_UNSIGNED_BYTE
&&
1465 type
!= GL_UNSIGNED_SHORT
&&
1466 type
!= GL_UNSIGNED_INT
) {
1467 _mesa_compile_error(ctx
, GL_INVALID_ENUM
, "glDrawRangeElements(type)");
1471 _mesa_compile_error(ctx
, GL_INVALID_VALUE
,
1472 "glDrawRangeElements(end < start)");
1476 if (save
->out_of_memory
)
1479 _save_OBE_DrawElements(mode
, count
, type
, indices
);
1483 static void GLAPIENTRY
1484 _save_OBE_MultiDrawElements(GLenum mode
, const GLsizei
*count
, GLenum type
,
1485 const GLvoid
* const *indices
, GLsizei primcount
)
1489 for (i
= 0; i
< primcount
; i
++) {
1491 CALL_DrawElements(GET_DISPATCH(), (mode
, count
[i
], type
, indices
[i
]));
1497 static void GLAPIENTRY
1498 _save_OBE_MultiDrawElementsBaseVertex(GLenum mode
, const GLsizei
*count
,
1500 const GLvoid
* const *indices
,
1502 const GLint
*basevertex
)
1506 for (i
= 0; i
< primcount
; i
++) {
1508 CALL_DrawElementsBaseVertex(GET_DISPATCH(), (mode
, count
[i
], type
,
1517 vtxfmt_init(struct gl_context
*ctx
)
1519 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1520 GLvertexformat
*vfmt
= &save
->vtxfmt
;
1522 vfmt
->ArrayElement
= _ae_ArrayElement
;
1524 vfmt
->Color3f
= _save_Color3f
;
1525 vfmt
->Color3fv
= _save_Color3fv
;
1526 vfmt
->Color4f
= _save_Color4f
;
1527 vfmt
->Color4fv
= _save_Color4fv
;
1528 vfmt
->EdgeFlag
= _save_EdgeFlag
;
1529 vfmt
->End
= _save_End
;
1530 vfmt
->PrimitiveRestartNV
= _save_PrimitiveRestartNV
;
1531 vfmt
->FogCoordfEXT
= _save_FogCoordfEXT
;
1532 vfmt
->FogCoordfvEXT
= _save_FogCoordfvEXT
;
1533 vfmt
->Indexf
= _save_Indexf
;
1534 vfmt
->Indexfv
= _save_Indexfv
;
1535 vfmt
->Materialfv
= _save_Materialfv
;
1536 vfmt
->MultiTexCoord1fARB
= _save_MultiTexCoord1f
;
1537 vfmt
->MultiTexCoord1fvARB
= _save_MultiTexCoord1fv
;
1538 vfmt
->MultiTexCoord2fARB
= _save_MultiTexCoord2f
;
1539 vfmt
->MultiTexCoord2fvARB
= _save_MultiTexCoord2fv
;
1540 vfmt
->MultiTexCoord3fARB
= _save_MultiTexCoord3f
;
1541 vfmt
->MultiTexCoord3fvARB
= _save_MultiTexCoord3fv
;
1542 vfmt
->MultiTexCoord4fARB
= _save_MultiTexCoord4f
;
1543 vfmt
->MultiTexCoord4fvARB
= _save_MultiTexCoord4fv
;
1544 vfmt
->Normal3f
= _save_Normal3f
;
1545 vfmt
->Normal3fv
= _save_Normal3fv
;
1546 vfmt
->SecondaryColor3fEXT
= _save_SecondaryColor3fEXT
;
1547 vfmt
->SecondaryColor3fvEXT
= _save_SecondaryColor3fvEXT
;
1548 vfmt
->TexCoord1f
= _save_TexCoord1f
;
1549 vfmt
->TexCoord1fv
= _save_TexCoord1fv
;
1550 vfmt
->TexCoord2f
= _save_TexCoord2f
;
1551 vfmt
->TexCoord2fv
= _save_TexCoord2fv
;
1552 vfmt
->TexCoord3f
= _save_TexCoord3f
;
1553 vfmt
->TexCoord3fv
= _save_TexCoord3fv
;
1554 vfmt
->TexCoord4f
= _save_TexCoord4f
;
1555 vfmt
->TexCoord4fv
= _save_TexCoord4fv
;
1556 vfmt
->Vertex2f
= _save_Vertex2f
;
1557 vfmt
->Vertex2fv
= _save_Vertex2fv
;
1558 vfmt
->Vertex3f
= _save_Vertex3f
;
1559 vfmt
->Vertex3fv
= _save_Vertex3fv
;
1560 vfmt
->Vertex4f
= _save_Vertex4f
;
1561 vfmt
->Vertex4fv
= _save_Vertex4fv
;
1562 vfmt
->VertexAttrib1fARB
= _save_VertexAttrib1fARB
;
1563 vfmt
->VertexAttrib1fvARB
= _save_VertexAttrib1fvARB
;
1564 vfmt
->VertexAttrib2fARB
= _save_VertexAttrib2fARB
;
1565 vfmt
->VertexAttrib2fvARB
= _save_VertexAttrib2fvARB
;
1566 vfmt
->VertexAttrib3fARB
= _save_VertexAttrib3fARB
;
1567 vfmt
->VertexAttrib3fvARB
= _save_VertexAttrib3fvARB
;
1568 vfmt
->VertexAttrib4fARB
= _save_VertexAttrib4fARB
;
1569 vfmt
->VertexAttrib4fvARB
= _save_VertexAttrib4fvARB
;
1571 vfmt
->VertexAttrib1fNV
= _save_VertexAttrib1fNV
;
1572 vfmt
->VertexAttrib1fvNV
= _save_VertexAttrib1fvNV
;
1573 vfmt
->VertexAttrib2fNV
= _save_VertexAttrib2fNV
;
1574 vfmt
->VertexAttrib2fvNV
= _save_VertexAttrib2fvNV
;
1575 vfmt
->VertexAttrib3fNV
= _save_VertexAttrib3fNV
;
1576 vfmt
->VertexAttrib3fvNV
= _save_VertexAttrib3fvNV
;
1577 vfmt
->VertexAttrib4fNV
= _save_VertexAttrib4fNV
;
1578 vfmt
->VertexAttrib4fvNV
= _save_VertexAttrib4fvNV
;
1580 /* integer-valued */
1581 vfmt
->VertexAttribI1i
= _save_VertexAttribI1i
;
1582 vfmt
->VertexAttribI2i
= _save_VertexAttribI2i
;
1583 vfmt
->VertexAttribI3i
= _save_VertexAttribI3i
;
1584 vfmt
->VertexAttribI4i
= _save_VertexAttribI4i
;
1585 vfmt
->VertexAttribI2iv
= _save_VertexAttribI2iv
;
1586 vfmt
->VertexAttribI3iv
= _save_VertexAttribI3iv
;
1587 vfmt
->VertexAttribI4iv
= _save_VertexAttribI4iv
;
1589 /* unsigned integer-valued */
1590 vfmt
->VertexAttribI1ui
= _save_VertexAttribI1ui
;
1591 vfmt
->VertexAttribI2ui
= _save_VertexAttribI2ui
;
1592 vfmt
->VertexAttribI3ui
= _save_VertexAttribI3ui
;
1593 vfmt
->VertexAttribI4ui
= _save_VertexAttribI4ui
;
1594 vfmt
->VertexAttribI2uiv
= _save_VertexAttribI2uiv
;
1595 vfmt
->VertexAttribI3uiv
= _save_VertexAttribI3uiv
;
1596 vfmt
->VertexAttribI4uiv
= _save_VertexAttribI4uiv
;
1598 vfmt
->VertexP2ui
= _save_VertexP2ui
;
1599 vfmt
->VertexP3ui
= _save_VertexP3ui
;
1600 vfmt
->VertexP4ui
= _save_VertexP4ui
;
1601 vfmt
->VertexP2uiv
= _save_VertexP2uiv
;
1602 vfmt
->VertexP3uiv
= _save_VertexP3uiv
;
1603 vfmt
->VertexP4uiv
= _save_VertexP4uiv
;
1605 vfmt
->TexCoordP1ui
= _save_TexCoordP1ui
;
1606 vfmt
->TexCoordP2ui
= _save_TexCoordP2ui
;
1607 vfmt
->TexCoordP3ui
= _save_TexCoordP3ui
;
1608 vfmt
->TexCoordP4ui
= _save_TexCoordP4ui
;
1609 vfmt
->TexCoordP1uiv
= _save_TexCoordP1uiv
;
1610 vfmt
->TexCoordP2uiv
= _save_TexCoordP2uiv
;
1611 vfmt
->TexCoordP3uiv
= _save_TexCoordP3uiv
;
1612 vfmt
->TexCoordP4uiv
= _save_TexCoordP4uiv
;
1614 vfmt
->MultiTexCoordP1ui
= _save_MultiTexCoordP1ui
;
1615 vfmt
->MultiTexCoordP2ui
= _save_MultiTexCoordP2ui
;
1616 vfmt
->MultiTexCoordP3ui
= _save_MultiTexCoordP3ui
;
1617 vfmt
->MultiTexCoordP4ui
= _save_MultiTexCoordP4ui
;
1618 vfmt
->MultiTexCoordP1uiv
= _save_MultiTexCoordP1uiv
;
1619 vfmt
->MultiTexCoordP2uiv
= _save_MultiTexCoordP2uiv
;
1620 vfmt
->MultiTexCoordP3uiv
= _save_MultiTexCoordP3uiv
;
1621 vfmt
->MultiTexCoordP4uiv
= _save_MultiTexCoordP4uiv
;
1623 vfmt
->NormalP3ui
= _save_NormalP3ui
;
1624 vfmt
->NormalP3uiv
= _save_NormalP3uiv
;
1626 vfmt
->ColorP3ui
= _save_ColorP3ui
;
1627 vfmt
->ColorP4ui
= _save_ColorP4ui
;
1628 vfmt
->ColorP3uiv
= _save_ColorP3uiv
;
1629 vfmt
->ColorP4uiv
= _save_ColorP4uiv
;
1631 vfmt
->SecondaryColorP3ui
= _save_SecondaryColorP3ui
;
1632 vfmt
->SecondaryColorP3uiv
= _save_SecondaryColorP3uiv
;
1634 vfmt
->VertexAttribP1ui
= _save_VertexAttribP1ui
;
1635 vfmt
->VertexAttribP2ui
= _save_VertexAttribP2ui
;
1636 vfmt
->VertexAttribP3ui
= _save_VertexAttribP3ui
;
1637 vfmt
->VertexAttribP4ui
= _save_VertexAttribP4ui
;
1639 vfmt
->VertexAttribP1uiv
= _save_VertexAttribP1uiv
;
1640 vfmt
->VertexAttribP2uiv
= _save_VertexAttribP2uiv
;
1641 vfmt
->VertexAttribP3uiv
= _save_VertexAttribP3uiv
;
1642 vfmt
->VertexAttribP4uiv
= _save_VertexAttribP4uiv
;
1644 vfmt
->VertexAttribL1d
= _save_VertexAttribL1d
;
1645 vfmt
->VertexAttribL2d
= _save_VertexAttribL2d
;
1646 vfmt
->VertexAttribL3d
= _save_VertexAttribL3d
;
1647 vfmt
->VertexAttribL4d
= _save_VertexAttribL4d
;
1649 vfmt
->VertexAttribL1dv
= _save_VertexAttribL1dv
;
1650 vfmt
->VertexAttribL2dv
= _save_VertexAttribL2dv
;
1651 vfmt
->VertexAttribL3dv
= _save_VertexAttribL3dv
;
1652 vfmt
->VertexAttribL4dv
= _save_VertexAttribL4dv
;
1654 vfmt
->VertexAttribL1ui64ARB
= _save_VertexAttribL1ui64ARB
;
1655 vfmt
->VertexAttribL1ui64vARB
= _save_VertexAttribL1ui64vARB
;
1657 /* This will all require us to fallback to saving the list as opcodes:
1659 vfmt
->CallList
= _save_CallList
;
1660 vfmt
->CallLists
= _save_CallLists
;
1662 vfmt
->EvalCoord1f
= _save_EvalCoord1f
;
1663 vfmt
->EvalCoord1fv
= _save_EvalCoord1fv
;
1664 vfmt
->EvalCoord2f
= _save_EvalCoord2f
;
1665 vfmt
->EvalCoord2fv
= _save_EvalCoord2fv
;
1666 vfmt
->EvalPoint1
= _save_EvalPoint1
;
1667 vfmt
->EvalPoint2
= _save_EvalPoint2
;
1669 /* These calls all generate GL_INVALID_OPERATION since this vtxfmt is
1670 * only used when we're inside a glBegin/End pair.
1672 vfmt
->Begin
= _save_Begin
;
1677 * Initialize the dispatch table with the VBO functions for display
1681 vbo_initialize_save_dispatch(const struct gl_context
*ctx
,
1682 struct _glapi_table
*exec
)
1684 SET_DrawArrays(exec
, _save_OBE_DrawArrays
);
1685 SET_MultiDrawArrays(exec
, _save_OBE_MultiDrawArrays
);
1686 SET_DrawElements(exec
, _save_OBE_DrawElements
);
1687 SET_DrawElementsBaseVertex(exec
, _save_OBE_DrawElementsBaseVertex
);
1688 SET_DrawRangeElements(exec
, _save_OBE_DrawRangeElements
);
1689 SET_MultiDrawElementsEXT(exec
, _save_OBE_MultiDrawElements
);
1690 SET_MultiDrawElementsBaseVertex(exec
, _save_OBE_MultiDrawElementsBaseVertex
);
1691 SET_Rectf(exec
, _save_OBE_Rectf
);
1692 /* Note: other glDraw functins aren't compiled into display lists */
1698 vbo_save_SaveFlushVertices(struct gl_context
*ctx
)
1700 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1702 /* Noop when we are actually active:
1704 if (ctx
->Driver
.CurrentSavePrimitive
<= PRIM_MAX
)
1707 if (save
->vert_count
|| save
->prim_count
)
1708 compile_vertex_list(ctx
);
1710 copy_to_current(ctx
);
1712 reset_counters(ctx
);
1713 ctx
->Driver
.SaveNeedFlush
= GL_FALSE
;
1718 * Called from glNewList when we're starting to compile a display list.
1721 vbo_save_NewList(struct gl_context
*ctx
, GLuint list
, GLenum mode
)
1723 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1728 if (!save
->prim_store
)
1729 save
->prim_store
= alloc_prim_store();
1731 if (!save
->vertex_store
)
1732 save
->vertex_store
= alloc_vertex_store(ctx
);
1734 save
->buffer_ptr
= vbo_save_map_vertex_store(ctx
, save
->vertex_store
);
1737 reset_counters(ctx
);
1738 ctx
->Driver
.SaveNeedFlush
= GL_FALSE
;
1743 * Called from glEndList when we're finished compiling a display list.
1746 vbo_save_EndList(struct gl_context
*ctx
)
1748 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1750 /* EndList called inside a (saved) Begin/End pair?
1752 if (_mesa_inside_dlist_begin_end(ctx
)) {
1753 if (save
->prim_count
> 0) {
1754 GLint i
= save
->prim_count
- 1;
1755 ctx
->Driver
.CurrentSavePrimitive
= PRIM_OUTSIDE_BEGIN_END
;
1756 save
->prims
[i
].end
= 0;
1757 save
->prims
[i
].count
= save
->vert_count
- save
->prims
[i
].start
;
1760 /* Make sure this vertex list gets replayed by the "loopback"
1763 save
->dangling_attr_ref
= GL_TRUE
;
1764 vbo_save_SaveFlushVertices(ctx
);
1766 /* Swap out this vertex format while outside begin/end. Any color,
1767 * etc. received between here and the next begin will be compiled
1770 _mesa_install_save_vtxfmt(ctx
, &ctx
->ListState
.ListVtxfmt
);
1773 vbo_save_unmap_vertex_store(ctx
, save
->vertex_store
);
1775 assert(save
->vertex_size
== 0);
1780 * Called from the display list code when we're about to execute a
1784 vbo_save_BeginCallList(struct gl_context
*ctx
, struct gl_display_list
*dlist
)
1786 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1787 save
->replay_flags
|= dlist
->Flags
;
1792 * Called from the display list code when we're finished executing a
1796 vbo_save_EndCallList(struct gl_context
*ctx
)
1798 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1800 if (ctx
->ListState
.CallDepth
== 1) {
1801 /* This is correct: want to keep only the VBO_SAVE_FALLBACK
1802 * flag, if it is set:
1804 save
->replay_flags
&= VBO_SAVE_FALLBACK
;
1810 * Called by display list code when a display list is being deleted.
1813 vbo_destroy_vertex_list(struct gl_context
*ctx
, void *data
)
1815 struct vbo_save_vertex_list
*node
= (struct vbo_save_vertex_list
*) data
;
1817 for (gl_vertex_processing_mode vpm
= VP_MODE_FF
; vpm
< VP_MODE_MAX
; ++vpm
)
1818 _mesa_reference_vao(ctx
, &node
->VAO
[vpm
], NULL
);
1820 if (--node
->vertex_store
->refcount
== 0)
1821 free_vertex_store(ctx
, node
->vertex_store
);
1823 if (--node
->prim_store
->refcount
== 0)
1824 free(node
->prim_store
);
1826 free(node
->current_data
);
1827 node
->current_data
= NULL
;
1832 vbo_print_vertex_list(struct gl_context
*ctx
, void *data
, FILE *f
)
1834 struct vbo_save_vertex_list
*node
= (struct vbo_save_vertex_list
*) data
;
1836 struct gl_buffer_object
*buffer
= node
->vertex_store
?
1837 node
->vertex_store
->bufferobj
: NULL
;
1840 fprintf(f
, "VBO-VERTEX-LIST, %u vertices, %d primitives, %d vertsize, "
1842 node
->vertex_count
, node
->prim_count
, node
->vertex_size
,
1845 for (i
= 0; i
< node
->prim_count
; i
++) {
1846 struct _mesa_prim
*prim
= &node
->prims
[i
];
1847 fprintf(f
, " prim %d: %s%s %d..%d %s %s\n",
1849 _mesa_lookup_prim_by_nr(prim
->mode
),
1850 prim
->weak
? " (weak)" : "",
1852 prim
->start
+ prim
->count
,
1853 (prim
->begin
) ? "BEGIN" : "(wrap)",
1854 (prim
->end
) ? "END" : "(wrap)");
1860 * Called during context creation/init.
1863 current_init(struct gl_context
*ctx
)
1865 struct vbo_save_context
*save
= &vbo_context(ctx
)->save
;
1868 for (i
= VBO_ATTRIB_POS
; i
<= VBO_ATTRIB_GENERIC15
; i
++) {
1869 const GLuint j
= i
- VBO_ATTRIB_POS
;
1870 assert(j
< VERT_ATTRIB_MAX
);
1871 save
->currentsz
[i
] = &ctx
->ListState
.ActiveAttribSize
[j
];
1872 save
->current
[i
] = (fi_type
*) ctx
->ListState
.CurrentAttrib
[j
];
1875 for (i
= VBO_ATTRIB_FIRST_MATERIAL
; i
<= VBO_ATTRIB_LAST_MATERIAL
; i
++) {
1876 const GLuint j
= i
- VBO_ATTRIB_FIRST_MATERIAL
;
1877 assert(j
< MAT_ATTRIB_MAX
);
1878 save
->currentsz
[i
] = &ctx
->ListState
.ActiveMaterialSize
[j
];
1879 save
->current
[i
] = (fi_type
*) ctx
->ListState
.CurrentMaterial
[j
];
1885 * Initialize the display list compiler. Called during context creation.
1888 vbo_save_api_init(struct vbo_save_context
*save
)
1890 struct gl_context
*ctx
= save
->ctx
;
1892 save
->opcode_vertex_list
=
1893 _mesa_dlist_alloc_opcode(ctx
,
1894 sizeof(struct vbo_save_vertex_list
),
1895 vbo_save_playback_vertex_list
,
1896 vbo_destroy_vertex_list
,
1897 vbo_print_vertex_list
);
1901 _mesa_noop_vtxfmt_init(&save
->vtxfmt_noop
);